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#31
Colonial Space Map Discussion / Re: Custom Map #11663: Sequins...
Last post by Johnny Haywire - January 03, 2026, 03:16:35 PM
Quote from: Martin Gronsdal on January 02, 2026, 05:05:36 AMTotally agree with Johnny here. On this map, spores are amazing. At some point I stopped building emitters and switched to spore towers, just for the sadistic satisfaction of watching the enemy's energy get starved, so their beams sat there without ammo, allowing my spores to advance closer and closer to the CNs.

Oh, interesting. I didn't use any spores at all until I got to the final row. Maybe if he makes a third version of this I'll try some spores. Just assumed he had beams in just about every PZ because they're all hidden.
#32
Colonial Space Map Discussion / Re: Custom Map #7550: Battle o...
Last post by Johnny Haywire - January 03, 2026, 03:14:31 PM
Just found this map, and it's definitely worth playing.

Judging from the scores, some players struggle with this map. If you can't do it the hard way, do it the easy way. Put all 3 of your CN's in the lower-left corner and just establish a base there. Get your tech up and hold out until you can push forward.

Great job recreating this battle, as best as CW3 permits!

Thanks for the map! =)
#33
Colonial Space Map Discussion / Re: Custom Map #11665: Sequins...
Last post by Johnny Haywire - January 03, 2026, 11:20:44 AM
Even better than the original!

I enjoyed the first one, although there was virtually no real strategy required. The main difficulty in this one is the addition of the three auto-targeting Berthas, which does make it a bit more difficult.

Rather than go straight across the bottom, I opted to go straight across the top after the second row, and destroyed each Bertha along the way. While I don't think this is necessary, it seemed to make it a lot easier. Making the first bridge was a bit challenging - facing a PZ mortar and carefully working around the PZ Bertha's target area was an interesting learning experience.

The one strategic element that's removed, unfortunately, is spores. Since the PZ beam units are all hidden, you might as well just assume there are beams everywhere and just go straight emitters until the end. Still, nothing wrong with some non-strategic ground-and-pound and even though the map is the same design as the previous, I nonetheless enjoyed replaying it with the added difficulty, and would happily do so again if Mr. Logan ramps up the difficulty another notch =D

Thanks for the map! =)
#34
Steam Version / Re: Can't do anything after cl...
Last post by knucracker - January 03, 2026, 10:09:16 AM
The game can't read (or it is corrupt) the save game dat files it needs.  On the mac, I think they are stored here "~/Documents/CreeperWorld3/".  This can happen because of file corruption, or because macos decided to quaranteen the game, etc.  That shouldn't happen because it's a steam game, but.... 

In any case, there is a missionstats.dat file in ~/Documents/CreeperWorld3/ that the game needs access to.  You can rename the creeperworld3 directory under documents and the game should create it again.  If not, there is a file permissions or access rights issue.
#35
Farsite Colonies / Custom Map #5940: Flooding. B...
Last post by AutoPost - January 03, 2026, 10:02:03 AM
This topic is for discussion of map #5940: Flooding


Author: General Greivous
Size: 256x160
DISCUSS ON DISCORD
#36
Farsite Colonies / Custom Map #5939: Particle Emi...
Last post by AutoPost - January 03, 2026, 05:45:34 AM
This topic is for discussion of map #5939: Particle Emitters VII


Author: Grabz
Size: 256x160
DISCUSS ON DISCORD
#37
Steam Version / Can't do anything after clicki...
Last post by timmy - January 03, 2026, 03:43:25 AM

Hey there,

I'm using the Mac version from Steam. It used to work, but I've come back to it for another play through and can't seem to start any missions.

Basically, the main screen starts up fine, but when I click "Arc Eternal" to start the story, the screen I get to only has a rotating ship, I can zoom in and out, and click "return to origin". There are no planets to go to!

I am getting this error in the logs:
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)

Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 2.085812 ms
ArgumentNullException: Argument cannot be null.
Parameter name: buffer
  at System.IO.MemoryStream..ctor (System.Byte[] buffer) [0x00000] in <filename unknown>:0
  at SaveGameManager.GetSystemShipCurrentGalaxyObject () [0x00000] in <filename unknown>:0
  at SystemManager.FlyToSystem (System.String guid, Boolean resetToSun, Boolean suppressWarpEntry) [0x00000] in <filename unknown>:0
  at SectorManager.Awake () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)


#38
Colonial Space Map Discussion / Custom Map #11665: Sequins PAC...
Last post by AutoPost - January 02, 2026, 05:24:29 PM
This topic is for discussion of map #11665: Sequins PAC 2


Author: IronJohnLogan
Size: 256x256

Desc:
Sequins Pac 2 for New Years 2026 Not as Easy #PlayAsCreeper #GuppyPacDefence
#39
Exchange Map Comments / Re: Custom Map #2107: Powerles...
Last post by tfly222 - January 02, 2026, 01:56:10 PM
I can't seem to get a foot hold on this map.   Any suggestions to get started?
#40
Colonial Space Map Discussion / Re: Custom Map #11664: CSM B-2...
Last post by Builder17 - January 02, 2026, 10:35:28 AM
Quote from: toolforger on January 01, 2026, 01:24:48 PMUm... how do I connect the upgradable emitters?
Tried left-clicks, right-clicks, waiting for level-10 AC, waiting for level-10 power, putting relais directly near them, nothing worked.

Quote from: Johnny Haywire on January 01, 2026, 02:30:11 PMThere are only two emitters that can be upgraded - the one by the CN and the other blue emitter north of the CN.

Hi, as Johnny said only two of the AC emitters can be upgraded. Their mouse-over text says
Level: 0/0 if not upgrade-able.

QuoteIt upgrades with AC from the base, and for some reason it didn't seem to upgrade
unless the CN was almost full of AC.

I enjoy these CSM-style maps! Thanks for the map! =)

Forgot to mention that the emitters drain their ammo slowly,
requiring a good relay connection to CN for later upgrades.

Good to hear! =)